Steps to build full stack application iOS - ios

What is the basic approach for mobile app development and how to choose technologies specifically for iOS?
What I mean is, what should the first step be; for ex.
1.UI development
2.UI testing
3.Backend
and so on?

I would say learn Swift and Xcode for iOS development. This learning leads to both front and back ends aspects, including testings and debugging. It leads also to connecting with third party platforms (remote data base etc).

Related

Does anyone know of a way to take an existing MVC Web application that uses IIS and MSSQL and run it on an iPad?

All my searches have turned up nothing of use. I saw mention of UTM but you have to do some shady stuff to get that to work and Merge VM Pro but that only has 5 reviews and 2 say it is a pile of junk.
I can't find any container frameworks that run on iPad.
Most search results are people saying Apple won't let other operating systems run on their devices which certainly fits Apple approach.
Any other legit ideas are appreciated. Basically I have an existing MVC Web app but I need it to work when iPad has no connectivity so can't use it like it is intended with just going to it from a Web Browser. It is a pretty beefy app so rewriting it in some other tech to run on iPad (e.g. Swift, Xamarin, HTML5) is what I am trying to avoid.

Embed Unreal Engine 4 project into another app

I've been trying to work on a proof of concept (POC) where I can embed a UE4 project into an existing application (in my case NativeScript) but this could just as easily apply to Kotlin or ReactNative.
In the proof of concept I've been able to run the projects on my iPhone launching from UE4 pretty easily by following the Blueprint and C++ tutorials for the FPS. However the next stage of my POC requires that I embed the FPS into an existing NativeScript application, this application will manage the root menu, chat, and store aspects of the platform in the POC.
The struggle I'm running into is that I cannot find how to interact with the xcode project generated from the blueprint tutorial and the C++ tutorial generates a xcode project that i'm unsure where the actual root is that I need to wrap.
Has anyone seen a project doing this before and if so are there any blogs or guidance that you can point me to? I've been Googling and looking around for a couple weeks and have hit a dead end. I found a feedback post here from April of 2020, that was referring to a post in January 2020 that talked about how Unity has a way to embed into other applications additionally a question from 2014 here. But other than that it's a dead end.
A slightly different approach
Disclaimer: I'm not an UE4 developer. Guilty as charged for seeing an unanswered bounty too big to ignore. So I started thinking and looking - and I've found something that could be bent to your needs. Enters pixelstreaming.
Pixelstreaming is a beta feature that is primarily designed to allow for embedding the game into a browser. This opens a two way communication between a server where the GPU heavy computations happen and a browser where the player can interact with the content - the mouseclick & other events are sent back to the server. Apparently it allows some additional neat stuff, however that is not relevant for the question at hand.
Since you want to embedd the Unreal application into your NativeScript tool(menu of some kind if I understood correctly), you could make your application a from two separate parts:
One part would run the server.
The second part would handle the overlay via the pixelstreaming.
This reduces the issue of embedding the UE4 into an application to the(possibly easier) issue of embedding a browser into your application. (Or if your application is browser based - voila, problem solved.)
If you don't want to handle the remote communication, just have the server-side run on the localhost.(With the nice sideeffect of saving bandwidth.)
Alternatively, if you are feeling adventurous, you could go and write your own WebRTC support on the application side to bypass the need for the browser alltogether. It might not be worth the effort though.
Side note: The first of the links you provided is a feature request which hints at the unfortunate fact that UE4 doesn't support embedding. This is further enforced by the fact that one of the people there says somethig along the lines "Unity can to this, it would be nice if UE4 could as well."
Yet a different approach:
You could embedd and use a virtual display to insert the UE4 part into your controller - you would be basically tricking UE4 into thinking that the desired display device is a canvas inside your application.
This thread suggests a similar approach:
In general, the way to connect two libraries like this would be through a platform dependent window handle, e.g. a HWND under Windows. Check the UE api if you find any way to bind the render target to a HWND. Then you could create a wxWindow in wxWidgets and tell UE to render into that window. That would be a first step.
I'm not sure if anything I've listed will be of much help but hey, at least I tried :-). Good luck with your game.
At the same time, the author suggests to:
Reverse the problem:
Using the UE4 slate framework and online subsystem. You would use the former to create the menus you need directly in the UE4 and then use the latter to link to the logic you want to have outside of the UE4. However that is not what you asked for so I'm listing it only for the completeness sake.

Xcode (swift) vs Unity for isometric 2d mobile-apps - Performace, Package Size

Let's assume I want to develop an isometric 2D mobile-game such as Clash of Clans for example.
My main target would be iOS but of course Android would be nice, too (but not a must-have).
Now I have to decide to either program with Apples XCode (therefore Swift as a language, which I am already pretty familiar with), or develop my game with Unity3D (and therefore C# as a language, which I am also pretty familiar with).
Personally, I don't prefer one over the other.
So much for the set-up.
As I don't have any preferences, I'd like to choose the one that offers the most benefits for my 2.5D game to me.
The questions:
Is there a difference in getting an approval for the App-Store if you program in Swift, or use Unity; C#?
How big is the difference of the published package-size of the app between Unity and XCode?
Does my Unity-written app run as smoothly as my XCode-written app?
I hope you could help me with that.
If I missed some points there, feel free to criticize me and give me your opinions on it.
Greetings
Chriz
Is there a difference in getting an approval for the App-Store if you program in Swift, or use Unity; C#?
No, given this general comparison - there should be nothing here favoring or disallowing one over the other.
How big is the difference of the published package-size of the app between Unity and Xcode?
That is very hard to say. There will be added libraries for Unity inclusion whereas Apple would already have shared libraries apart of the OS - used by every app. Think shared libraries here - only Apple is permitted to do this. Not to be confused with the to be newly released iOS 9 'App Thinning'.
The larger weight will be media/images/bitmaps.
Does my Unity-written app run as smoothly as my XCode-written app?
Since they both end up using OpenGL, the end result should be the same or very similar. Obviously as the OS and device mature - if Unity doesn't leverage it, they could end up giving up performance advantages.
But... the flip side of being so tightly coupled with Swift/iOS/Apple, is you abandon your Android market - and if you are even considering it - I'd suggest Unity based on what you shared if there is a remote possibility you want to deploy to Android, desktops, *TV devices in the future.

Can web app for ios run as smoothly as native?

Is there a framework that will allow to create web apps for iOS that will run as smoothly as native app?
I've checked demos of Sencha Touch http://www.sencha.com/products/touch on my iPad there's visible delay for touch events and for how precisely they are recognized. The feeling isn't the same as for native apps.
Is there other frameworks or technics that will allow to provide same experience as native apps?
It depends on your app. If your app is a hard-core heavy-duty 3D game, then no. If your app is primarily displaying static content ... like a web page or collection of photos, you might get close enough.
Think about what experience you want to achieve first. If you want a cross platform application and you want to avoid the stores (App Store, Google Play, BB App World), then by all means, consider a web app.
Other things to consider, how much data do you estimate the user will need store locally (HTML apps are more limited in this respect); how much functionality is lost when there is no network connection, and does this loss of functionality make the app unusable.
Like the answer by #RichardTurner, if you need the kind of performance you find in the higher end games (Infinity Blade or Modern Combat 3), then native is the way to go.
Figure what you want, then you will have better idea of what technology to use.
NO. Native apps will perform better every single time over web apps. If you want a smooth experience, go native. Also consider that some people have older model iOS devices and performance will be even more difficult to achieve on those devices in web apps.
Here are a few things to consider with a Sencha app vs a native application.
You were browsing a Sencha Touch application online and chances are it wasn't a "packaged" version so you would have to download each source file individually.
With Sencha, you can utilize Sencha CMD to package an application which essentially builds a single minified js file containing only the required components from the Sencha library and your application (smaller DOM). You can also look into a production version which takes advantage of appcache. You'll see some performance increases here.
A packaged native Touch application will contain the actual JS, CSS, etc. files as part of the applications source, so their is no downloading from external resources.
You have to consider that any HTML5 application is going to have a ~300ms touch delay, more on that here: http://updates.html5rocks.com/2013/12/300ms-tap-delay-gone-away

Reagarding the titanium framework

I recently started trying to develop apps using titanium.
When i ran one basic app containing two table views and some static data, it showed me 80 memory leaks and about 15 warnings - i think coming from the frameworks.
As an iOS developer, i'm used to seeing less than 5 memory leaks in complex apps too.
So, I'd like to know whether applications are getting accepted by apple when developed through titanium.
Also, I'd like to know whether,looking at the state of the titanium frameworks,its worth learning it right now.
Thanks in advance!
Your First Question, Yes! they are being accepted by Apple App Store.
And For your second question, its relative to likings of individual. I started mobile application development with titanium, but soon I realized that there is no better way to create an application then to create it natively. I would say if the applications you are developing are not scaled at enterprise level magnitude (means thousands of lines of code), better develop apps natively.
Titanium is increasing support and improving frameworks rapidly, its also reduces lines of code by third! and the best thing about it is, its cross-platform! but to my personal liking i always prefer native development. The power, the iOS gives you, Titanium wont!
One more thing i would like to add, despite all, you should learn it! :)

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